Wishlist

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SGTscuba
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Re: Wishlist

Post by SGTscuba »

Draken wrote:Ah! Lets not forget about cargo transfer from 1 transport to another!
( leg unit in ship to heli landed in ship --- maybe not 1936 but yes on 1963 :) )
already on the op post, will update it tommorrow with all the wishes
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hoddized
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Re: Wishlist

Post by hoddized »

Unit hierarchy... or at least larger units because portraying the entire second world war on a battalion scale seems to me a bit unrealistic.

Edit: Also, being able to build leg infantry and cavalry in other buildings than land fabrications, barracks maybe, would enable non-industrialized countries to have large but weak armies like the larger countries did.

Edit: Also, an expanded conscription system would me nice for the period.
Last edited by hoddized on Mar 07 2013, edited 2 times in total.
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Re: Wishlist

Post by hoddized »

Indeed I do, thank you.
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Re: Wishlist

Post by hoddized »

Being able to lock the AI from deploying more units but still allowing it to control your units would also be nice, no need to deploy the entire army for a limited war.

AI gathering units together in large groups for an assault, counterattack or a defensive stance instead of sending units in small groups to be slaughtered by concentrated player armies.

Unit lending system, giving other countries control over some of your units for a limited time.

The AI desperately trying to keep up with other countries it sees as rivals in army size and building potential. (Arms races etc.)

Building mines in towns.

Edit: AI keeping units near front lines, more units at rival borders instead of keeping large part of the army scattered inland.

Edit: Different unit colors for different countries... the major ones at least.
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Balthagor
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Re: Wishlist

Post by Balthagor »

hoddized wrote:Being able to lock the AI from deploying more units but still allowing it to control your units would also be nice, no need to deploy the entire army for a limited war.
This can be done by selecting a group of units and giving them high initiative in the RoE with the global initiative off.
hoddized wrote:Building mines in towns.
This isn't a feature, that's a design decision and I completely disagree with changing it. Why would this be needed? Mines are not usually built "in town", they are outside town. If you want to pursue this idea, start a separate thread in development.
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hoddized
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Re: Wishlist

Post by hoddized »

balthagor wrote: This isn't a feature, that's a design decision and I completely disagree with changing it. Why would this be needed? Mines are not usually built "in town", they are outside town. If you want to pursue this idea, start a separate thread in development.
I always thought things where just built "in the same area" not necessarily inside the actual town or village that was in the hex. That is why I thought building mines in the same hex as towns or villages would make sense. I agree that mines have no business being inside the towns themselves.
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Balthagor
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Re: Wishlist

Post by Balthagor »

A hex is still 16km wide so there might be some argument for overlap but I still think it works better as is from a gameplay standpoint.
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Draken
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Re: Wishlist

Post by Draken »

SGTscuba wrote:
Draken wrote:Ah! Lets not forget about cargo transfer from 1 transport to another!
( leg unit in ship to heli landed in ship --- maybe not 1936 but yes on 1963 :) )
already on the op post, will update it tommorrow with all the wishes
[_]O missed it on the OP.... Well I guess it counts as "Seconded"

RE: Mines, yes Balth, I think it could add some new elements to the gameplay. Also, Dragon teeth and other man made obstacles ...
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Aragos
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Re: Wishlist

Post by Aragos »

sea mines deliverable by sub, surface ship or air.
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Uriens
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Re: Wishlist

Post by Uriens »

Ok, this one is probably something only I can come up with.

When you press CTRL+T in SR2020 you get this:
Image

but if you do it in SRCW you get this:
Image

As you can see, no roads in CW version.

I'd ask for them to show up in SR1936 since it limits functionality of CTRL+T view a great deal and it apparently is part of the engine since SR2020 had it. No much use looking at terrain without knowing where roads, rails or bridges are.
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Balthagor
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Re: Wishlist

Post by Balthagor »

Not sure it can be supported, roads/rails are now part of the "3D terrain" which is part of what the Ctrl+T function turns off.
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C.S.A
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Re: Wishlist

Post by C.S.A »

Ok not trying to be racist or anything but like the holocaust will any country have the option to kill of a certain race or multiple races. Just askin cause that seems more historical. :evil:
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Draken
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Re: Wishlist

Post by Draken »

Ethnic cleansing had been part of human history...

But I don't think it would add much to gameplay...
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Balthagor
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Re: Wishlist

Post by Balthagor »

No plans to model anything like that.
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Col_Travis
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Re: Wishlist

Post by Col_Travis »

Does ths mean you will finally put the Kiel Kanal in?
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